So I have been working with flat textures for a long time, and non hard surface objects, and it seems like I have forgotten something in my workflow when it comes to baking hard surface objects. As seen in the picture below, I separate smoothing groups at all 90 degree angles and separate those faces in the uv as well, but…
Hey, I cannot believe that so much light would pass through those dirty windows. And why is there fog indoors? The dirt and grime is applied on every surface like all surfaces in a hospital are made from the same material. The decals are stretched and have visible seams. The lighting is flat - doesnt have directionality -…
it's under Rigging menu set Constraint -> Point On Poly constraint. Attaches a transform to a poly mesh or nurbs surface, the surface must have UV data I believe. nConstraints are for simulation objects. you do need one of those to attach the vertices of sim fabric mesh to the character. Don't remember exactly which one,…
Good questions. My only beef with using the alternatives is that you don't get that surface you get with Cintiqs. If I ain't wrong I believe the Cintiqs' surfaces have some grip, which helps in making fine lines if you're also a 2D artist/animator. The screens on Tablets are slick, which may be alright for 3D but no good…
Cool idea, but I'd personally be attacking this differently. Because Razor (or his head at least) is primarily a hard surface, I would be modelling it before going straight into sculpting. You can control the surface much much easier (in my opinion anyways) by doing so, then use Z-Brush to add detail like scratches or…
Hello, You should always have a material on a surface, the floor and walls seem to be flat values without textures, Even if you are going for a very clean style there should be a texture to vary up the surface a little. The windows should be properly cut out from the wall, the way you made them now looks really obvious…
Hey, Cheers MisterSande :) I sculpted all the bits using combination of Zspheres, Dynamesh and insert mesh tools. The nitted material stuff was done using a Tileable alpha with the surface noisemaker function in Zbrush. Created Poly groups and then Projected the texture and surface detail to polypaint and mesh. Then used…
ok that wasnt to clear made a test in max and udk to clarify. what I mean is that your normals do bend around your whole surface the way try to make the edges smoother. you get a gradient on the flat surfaces of the chamfered cube (right one) ( I dont got time to explain my point more detailed now, sorry)
This is looking really great so far! Loving the foliage. The water shader is good but not great(yet) I'd suggest adding floating debris to the surface, some slight surface rippling. Just do some really in-depth research and really pull as much as you can from it. Can't wait to see how this scene turns out, absolutely…
It's been suggested to me to use a "mid poly" as a base for both the high and low for hard-surface, which seems to work well. Previously I would load up an older copy of the model from before I started adding heavy detail, but it's effectively the same thing. Organic surfaces I usually retop or make from scratch depending…